fish #9
@ -1,17 +1,26 @@
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#version 410 core
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#version 410 core
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uniform sampler2D textureSampler;
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uniform sampler2D textureSampler;
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uniform vec3 lightDir;
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//uniform vec3 lightDir;
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uniform vec3 lightPos;
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uniform vec3 cameraPos;
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uniform vec3 objectColor;
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in vec3 fragPos;
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in vec3 interpNormal;
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in vec3 interpNormal;
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in vec2 interpTexCoord;
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in vec2 interpTexCoord;
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void main()
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void main()
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{
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{
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vec3 lightDir = normalize(lightPos-fragPos);
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vec3 V = normalize(cameraPos-fragPos);
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vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami'
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vec2 modifiedTexCoord = vec2(interpTexCoord.x, 1.0 - interpTexCoord.y); // Poprawka dla tekstur Ziemi, ktore bez tego wyswietlaja sie 'do gory nogami'
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vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;
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vec3 color = texture2D(textureSampler, modifiedTexCoord).rgb;
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vec3 normal = normalize(interpNormal);
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vec3 normal = normalize(interpNormal);
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float diffuse = max(0,dot(normal,normalize(lightDir)));
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vec3 R = reflect(-normalize(lightDir),normal);
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float ambient = 0.2;
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float ambient = 0.2;
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float diffuse = max(dot(normal, -lightDir), 0.1);
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float specular = pow(max(0,dot(R,V)),1000);
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gl_FragColor = vec4(color * (ambient + (1-ambient) * diffuse * 0.6 ), 1.0);
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gl_FragColor = vec4(color*(ambient + (1-ambient)*diffuse)+vec3(1)*specular*0.2, 1.0);
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}
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}
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@ -9,10 +9,12 @@ uniform mat4 modelMatrix;
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out vec3 interpNormal;
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out vec3 interpNormal;
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out vec2 interpTexCoord;
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out vec2 interpTexCoord;
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out vec3 fragPos;
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void main()
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void main()
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{
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{
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gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
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gl_Position = modelViewProjectionMatrix * vec4(vertexPosition, 1.0);
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interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
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interpNormal = (modelMatrix * vec4(vertexNormal, 0.0)).xyz;
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fragPos = (modelMatrix*vec4(vertexPosition,1)).xyz;
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interpTexCoord = vertexTexCoord;
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interpTexCoord = vertexTexCoord;
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}
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}
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